Zone.PeriodAround is the one owner: round a body, the pull its well gives at the rail's distance (GravityField.Acceleration); round a bodyless node, the ring law (strength of the orbits inside, plus half of what shares the ring). Orbit.Period and AsteroidBelt.Periods are written once at zone build, before placement; BeltTargets copies the belt's periods. A parentless orbit has no field and stands at its phase. Fixtures lose OrbitPeriod and gain wells where their rails must move. Builds; the new OrbitsFromFieldTests follow in the next commit. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
20 lines
1.2 KiB
C#
20 lines
1.2 KiB
C#
using CultMath;
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using GameCult.Caching;
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// The one fixture that gives a test zone a slope: a body on a parentless orbit (the origin unless `at` says otherwise; call again for more bodies), with the
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// curves a body needs. Gravity is the sum of body wells (GravityField), so a test that wants ground to slide on
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// digs it here and nowhere else. `strength` is the well's c (u^2/s^2) and `coreRadius` its softened core in u, which is
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// the Roche limit curve (the one curve of a body's core).
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internal static class WellFixture
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{
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public static void Dig(CultCache cache, ZonePack pack, PlanetSettings settings, float strength, float coreRadius, float2 at = default)
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{
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settings.BodyRadius = new ExponentialCurve();
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settings.WellStrength = new ExponentialCurve { Constant = strength };
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settings.RocheLimit = new ExponentialCurve { Constant = coreRadius };
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var orbit = cache.Upsert(new OrbitData { FixedPosition = at }).Key;
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var body = cache.Upsert(new PlanetData { Name = $"Well {at.x},{at.y}", Orbit = new CultRecordRef<OrbitData>(orbit) }).Key;
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pack.Orbits.Add(new CultRecordRef<OrbitData>(orbit));
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pack.Planets.Add(new CultRecordRef<BodyData>(body));
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}
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}
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